Each ship has an Energy stat, which shows how much energy is available to assign to different systems each turn. The number next to each system shows the maximum amount of Energy that can be assigned to that system. Assigning energy to different systems has different effects:
Engines - Each point of Energy assigned to engines lets the ship either move forward 2" or pivot 90 degrees. Frigates can pivot up to twice per turn while cruisers and battleships can only pivot once. In addition, frigates get a free move of 4" and cruisers get a free move of 2", even if they spend no Energy on Engines that turn.
Sensors - Each point of Energy assigned to Sensors increases your attack range by 3", from a base range of 3".
Shields - Each point of Energy assigned to Shields increases your Defense value for that round by 1, from a base of 1.
Weapons - Each point of Energy spent on a Weapon lets you roll 1 attack die with that weapon. Die rolls higher than the target's Defense value inflict 1 point of damage.

In general, I'll handle the details of assigning energy to systems, just give me a general idea of what you want to do.

RAMMING - When one of your ships rams an enemy ship, the target ship takes a number of Damage D8s equal to the total Energy in your ship's Engines and Shields. Your ship takes a number of Damage D8s equal to the total Energy in your ship's Engines and the target ship's Shields.

Britannians-ninja_baitBritannian Navy ships are well-balanced with few weaknesses. Their cruisers are armed with powerful broadside guns, while their frigates fill more specialized support roles.
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Luchardsko - FalkThe Luchardsko fleet relies on long-range firepower and close coordination, annihilating targets with their battleship's forward batteries while using turrets to keep the flanks clear.
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